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Make them conform with service side commands.
This stops them appearing twice when Hypergrid is enabled.
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Adds dialog methods for MRM.
Thanks ziah.
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Adds OwnerId and CreatorId properties to MRM.IObject
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"RetrieveAsset" and 'm_rootSceene' to m_rootScene'.
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Adds IsChildAgent property to IAvatar in MRM.
Thanks ziah
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ChatEventArgs and retrieves it's value along with the others from the OSChatMessage in HandleChatPackage. With this the MRM Script can check if a ChatEvent is coming in on a specifc Channel. The Second Part adds the Method say(string msg , int channel) to send a chat message on the specified channel. The idea behind this is to enable MRM's to communicate with regular LSL or OSSL Scripts so that they may can act as a Backend to access a Database or do business Logic for those Scripts.
Signed-off-by: Charles Krinke <cfk@pacbell.net>
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IAvatar.cs
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Date: Wed, 5 Aug 2009 12:45:56 +0200
Subject: [PATCH] A few minor tweaks to the MRM API's in order to make it possible for MRM's to run in a separate AppDomain without poluting the primary appdomain of OpenSim
Specifically:
Added an explicit method for getting the "globals" of the MRM, removing the need to have the MRM script code loaded into the primary domain, in order to set up proxies
Added a [Serializable] attribute to TouchEventArgs, again in order to remove the need to have MRM script code loaded into the primary domain.
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Applied with whitespace changes
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* Uses mantis #3811 as a base (thanks jhuliman) with changes.
* E-mail regarding interface changes sent to the opensim-dev list
* Archive: https://lists.berlios.de/pipermail/opensim-dev/2009-July/007219.html
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The current API for MRM is quite sparse, this patch
supplies basic support for accessing the task
inventory of object.
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This patch makes the worn attachments accessible to MRM scripting
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World.Objects.Create(Vector3 position, Quaternion rotation). These rez a 'default box' object at the specified coordinates, and return the associated IObject.
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* This includes methods such as PlaySound which take a Position as an argument, allowing you to trigger sounds arbitrarily across the scene without needing a parent object in the position.
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* Method: IObject.Sound.Play(UUID sound, double volume)
* More feature-packed API to come soon. (I want a World.Sound with arbitrary positioning)
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* This is achieved through two new keywords "microthreaded" and "relax". example:
public microthreaded void MyFunc(...) {
...
relax;
...
}
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classes into OpenSim MRM's.
* Example in region module:
Scene.GetModuleInterface<IMRMModule>.RegisterExtension<IMyInterface>(this);
* In the MRM:
//@DEPENDS:MyExtensionModule.dll
...
Host.Extensions<IMyInterface>.DoStuff();
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* Implements Sculpty modification support to MRM
* Example: IObject.Shape.SculptMap = new UUID("0000-0000-0000....");
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* Interfaces now live in Interfaces subdirectory.
* Namespace does not yet reflect this change.
* Final namespace for MRMs will probably sit somewhere around OpenSim.Extend.MRM[?]
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